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About SciMunk

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    Paul Faltrad
  1. Convert a group into string using Python

    well, technically speaking, it still using python, but using a houdini existing function ...
  2. Convert a group into string using Python

    yes, I can do it too, but that really not the point of it, I want to know about an existing houdini function. a python version can be slow for million of point, houdini version would be c++ based, that why I'm asking .
  3. Convert a group into string using Python

    my exemple was just informative, I'm looking at the function that convert a list of point/prim/vertex/edge using python into a string the same way the select on viewport work when setting group, there has to be a function for something like that. I just wanna avoid do my own.
  4. Convert a group into string using Python

    this solution don't really give me a smart string for exemple with "p10-p50 100-512" etc
  5. polyline and points

    I believe pointprims() is what you want : int prim[] = pointprims(0, @ptnum); https://www.sidefx.com/docs/houdini/vex/functions/pointprims.html
  6. Hello, I'm trying to extract the content of a group into a strings to manually set a 'basegroup' parameter geo = hou.node("/obj/geo/geowithgroup").geometry() edges = geo.findEdgeGroup("mygroup").edges() sel = hou.Selection(edges) mystring = sel.selectionString(geo) the line "hou.Selection(edges)" don't work however, I get this issues : The attempted operation failed. Traceback (most recent call last): File "hou.session", line 10, in <module> File "C:/PROGRA~1/SideFX/HOUDIN~1.360/houdini/python2.7libs\hou.py", line 52675, in __init__ this = _hou.new_Selection(*args) TypeError: in method 'new_Selection', argument 1 of type 'std::vector<HOM_Prim *,std::allocator<HOM_Prim * > > const &' I've been looking at the doc for hours now and to me, it seam like it the only way to do that, but I just don't understand why it don't work since I provide to the function what it should expect from the doc : https://www.sidefx.com/docs/houdini/hom/hou/Selection.html I couldn't find any other way to do that. any help please ?
  7. Hello, I have an issues with the paint sop operator when trying to paint on a small character that about 50cm~ in size : the brush hover above the mesh and produce innacurate painting Hovering Brush is there a way to make the ray more sensitive to small scale object, or is this a bug ? Thanks for any help !
  8. Hi, I was wondering if that was a houdini issues or if I was doing something wrong, but after creating a groom for my character and converting the subnetwork containing them into a digital asset, I noticed when saving the digital asset, I got the "the selected subnetwork references to nodes outside" warning. to make sure this wasn't a bad manipulation of me, I tried to create a digital asset into a fresh new scene and simply adding a guidegroom node, and I still got the same warning : what should be done to fix that issues, that don't seem like something I can resolve by myself since these path aren't referencing any node and are part of the 'GuideGroom' digital asset. the same issues happen with hairGen and groomMerge. could this be a bug ? Thanks for any help!
  9. Initial Collision resolve ?

    Hi Pazuzu, Thanks for the node, I tried it a little, I'm not sure if I just don't use it right or if it simply can't handle it, what I want to resolve is very large intersection, for exemple 2sphere interesting up to 80% of their radius.
  10. Initial Collision resolve ?

    Hello, is there any robust way to do that ? I tried several thing like using the group bounding object, ray with minimum distance and smooth, but these thing won't take any constraint into account, I just don't see how to do it. any help please ?
  11. Hi, when using maya ncloth, these is a command that lets resolve initial collision if 2 object are intersecting each other. is there a similar thing with houdini/vellum ? thanks for the help!
  12. Hi All, I had some question about the fur workflow on houdini, I'm used to work grooming on maya with tool such as xgen, yeti, ornatrix, and I wish to start using houdini as my main grooming tool as it offer far more liberty, I however have some trouble understand how to efficiently use all the tool availlable, if some more experimented artist could lead me in the right direction, that would be really helpfull ! first thing I noticed is that it is not possible to paint texture on houdini, at least not the same way you can on maya. on xgen, you control everything by using expression and map, where you can paint mask onto the mesh to control more accurately the effect of modifer (noise, clump, etc), on houdini, you can only paint on the mesh data, that where I'm unsure of what to do; painting on an external app would make the whole process way too difficult to be viable, subdividing the mesh to get the accuracy of a 4k/8k texture would probably be impossible for the computer to handle. I'm sure I have to think the whole thing differently from the usual texture based workflow, so what would be the best way for that ? the other thing I noticed is houdini is really much slower at generating the resulting fur than any tool on maya : xgen,yeti or Ornatrix can all generation millions of strand and display them in just than a few second, where houdini need way more cooking time for far lower strand amount, this can really become a bottleneck when doing lot of small change. but maybe I'm doing something wrong ? it would be clearly impossible to groom an entire lion if at each minor change, the artist need to wait 1 whole minute to see his change on the viewport. What are the trick used in these situation ? the kind of grooming I seek is for character that can have about 2 to 10 million strand of fur, which is normally not a problem to work on maya, but houdini is terribly slow when approaching the 500k/1Million strand. one last question is about character scale, maya have a workflow in cm, so if I create a character that is 75cm tall and import it on houdini, it become 75meter tall, now if I want to groom this character, should I keep the current scale as is, and then reduce the uniform scale of the entire asset if needed ? or should I scale the mesh down to 0.01 and work from there ? I noticed that scaling down prior to start the grooming, I get huge density value for the guide/fur like 47000, and voxel scale being very small, should I consider working on the unchanged scale instead ? Thanks in advance for any futur advise! Edit: added another question
  13. Thanks for the script Atom, I was hoping there would be a more procedural way to do it directly inside the parameter ? script require to be executed everytime change are made and when doingIPR (I'm using the redshift ROP), after a while it can start becoming annoying if we often disable/enable node for testing. can your script be used in the parameter as a python script ? if yes, can I have a little exemple as I never managed to make a single python parameter working, alway getting some error. thanks you!
  14. Hi, I need to be able to select all visible node in a subnetwork (which himself have other subnetwork) to put into the "Forced Matte" of a rop node, I cannot find any information about that or if it even possible. Thanks a lot for any help on that !
  15. orient transformation

    Hi, Thanks for the answer guy ! toadstrom, this work exactly like I wanted, however I'm not sure why simply multiplying the matrix together don't produce the same weird glitch where the original orient do a 180° turn, to me it sound as it do the same thing as the slerp, no ? Also, I think the noise should not be centered as the purpose of the wind is to push the object in a particular direction, but it good to know about it, thanks ! A-OC, I appreciate the try, but my issues was a little bit more tricky than that ! also, I recommend you to have a little look at the foreach used in my scatterer, it is highly unoptimised to use a foreach on every point with a copytopoint node as you get a major loss of performance, the idea is to group each point that will scatter the different object and then do the for-each over each group, reducing the amount of loop needed by only the number of object.